Cunning Action. On each of her turns, Yzma can use a bonus action to take the Dash, Disengage, or Hide action.
Legendary Resistance (2/Day). If Yzma fails a saving throw, she can choose to succeed instead.
Prolific Polymorph Potion Purveyor. Yzma carries dozens of her signature potions with her, but they are not well organized. Roll a d20 and consult the following table to determine the effects of each potion used:
- Cat
- Deer
- Frog
- Goat
- Hawk
- Octopus
- Rat
- Scorpion
- Camel
- Poisonous snake
- Boar
- Draft horse
- Wolf
- Ape
- Black bear
- Giant wasp
- Tiger
- Rhinoceros
- Elephant
- Tyrannosaurus Rex
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Polymorph Potion. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 2) slashing damage. Each creature within 5 feet of the target must make a DC 15 Constitution saving throw or suffer the effects of a polymorph spell. Roll a d20 and consult Yzma's potion table to determine the form the creatures are transformed into.
Faint-Hearted. If a creature makes an attack on Yzma, and the Yzma is not incapacitated, she can move 10 ft away from the attacker as a reaction, not provoking attacks of opportunity.
Yzma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yzma regains spent legendary actions at the start of her turn.
Weapon Attack. Yzma makes a weapon attack.
Move. Yzma moves up to her speed.
Frighten Foe (Costs 2 Actions). Yzma targets one enemy she can see within 30 feet of her. If the target can see and hear her, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Yzma’s next turn.
The Frighten Foe should be her lifting up her dress and showing her leg :D "Then I bet you weren't expecting this!" Truth be told a pretty awesome homebrew creation.
She certainly is scary beyond all reason!